I've found the Taurog + Rogue combo to be devastating for the majority of situations so far. The Rogue's damage multiplier being stacked with the boons Taurog gives you results in great amounts of damage while the low health is pretty much negated by the multiple death protections and first strike.

Nandrew wrote:The difficulty is already being smoothed out: the curve on the four regional dungeons, Venture Cave and Den of Danger will be a little more generous with the next update, and we're busy testing out a bunch of quests to apply to these areas so that players have another way to build up strength and resources in the long term.

You won't see them just yet, but quite a few quests actually have item rewards which increase the shop pool (if you've unlocked THOSE yet) and give you some powerful tools to put into your adventuring locker as well.

... and yeah, we've taken note of the Glowing Guardian "humility exploit". Bye bye, repeatable boon casting. :P He should be useful enough even without that, we think.

I just realized one of the things that made it hard for me: the "subdungeons" have apparently been puzzles to gain access to Gods. I JUST realized that I can use PISORF to move the impossibly strong dragon and gain access to mystera anur.

Also, there should be some way to turn off the constant pop-ups. I tried using tikki tooki as a wizard and he was spamming me with pop-ups every time I took damage...

EDIT: Why does the glowing guardian take all of my items because I used a health potion? >.>

232 wrote:I've found the Taurog + Rogue combo to be devastating for the majority of situations so far. The Rogue's damage multiplier being stacked with the boons Taurog gives you results in great amounts of damage while the low health is pretty much negated by the multiple death protections and first strike.

Yeah, pretty much. The gear Taurog gives you is better than what you'd buy in a shop anyway, so there's no harm in buying it and since you're just hitting everything, the piety just pours in; since you're one-shotting stronger things than you would be able to without Taurog, you can save all your death protection for the boss. I haven't run out yet.

On the one hand you have taurog and glowing guardian, who are either broken (for the time being) or too easy. Getting piety with Taurog is entirely too easy, especially if you find it early enough, and each of the armor pieces gives us a really nice bonus.

Then you have bosses like tikki tooki and mystera anur. MA's boons are too weak for the negatives and tikki tooki should be more reliable while still having an air of randomness to it.

Also, before I forget: I think it's kind of harsh for the guardian to take all of your items for the first time I used a potion.

AdmiralDan wrote:Talking about DD being too hard: Wtf ist wrong with The Indomitable?

I think it's more of a "it's oddly early in the game to be this hard".

Then you have bosses like tikki tooki and mystera anur. MA's boons are too weak for the negatives and tikki tooki should be more reliable while still having an air of randomness to it.

MA's boons have potential, like...MP buffing boon combined with the healing glyph or CYDSTEPP. Also, for the fireball boon, use your potions on the boss first, then activate the boon and use your mana potions. I got decent use out of MA the one time I used her. Among other things, I'm not aware of a way to lose piety with MA, which makes it worth a look (Pactmaker was dominant in the freeware because worshiping was never a negative. A weaker form of this is still worth a look).

Tikki Tooki, though, yeah. The dodging boon did not need to go down to 5% instead of 10% while going up in piety cost.

metroid composite wrote:I already posted that I thought the Northern Desert was unexpectedly hard (at least with Wizard) when done first. But...I had less trouble with the other three regional dungeons--possibly because I just had more unlocked. Possibly Thief/Fighter/Priest are just much better classes than Wizard when Wizard can't get 2 MP HALPMEH + 1 MP BYSSEPS.

My experience has been the opposite, the only one i've managed to do so far is the Northern desert... and I won that quite easily once I got mystera(sp?) deity. I actually thought you were ment to do that one first because it's so much more possible then the others - the Theif one being the hardest for me.

But I definitly hit a wall with the dungeons in question... all I can say is it's important to unlock the shops by buying the mysterious scroll... and to unlock the deity for that dungeon

I'm currently stuck on the rock garden, creeplight ruins, and havendale bridge. Sometimes I come close to winning havendale bridge, and then peter out on the boss. It feels like the dungeons are too hard for no reason. It's nothing about the dungeons or their design/gimmick, there just aren't enough monsters in the 6 ~ 9 bracket, which forces me to always fight the boss at 8 or 9. If I go a mage class, I don't have enough HP to withstand even one hit and I can almost never finish them off with just mana potions and fireball. If I go a melee class, I'm immediately gimped by all of the monsters with physical resistances.

I want things to be challenging, not frustrating.

As for the Gods: I don't use GG because he will steal all of my items if I use a potion, I don't use TT because the boons are just bad, and I rarely use MA because she only has three worthwhile boons, and the last one is hard to finagle. Each dungeon run turns into, "Is taurog here? No? Am I mage? No? Then I don't use a God; if I am a mage, I consider using MA at the very end." MA, TT, and GG are too punishing and not rewarding enough.

Taurog is what all of the Gods should be modeled around. If you're a melee class, he's great. He's not broken, he won't every scenario, but he's still strong and very viable. All of the other Gods are too punishing; using the other Gods isn't fun at all.